Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 29 September 2014, 1:16 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow September 30th. Click a champion’s icon for guides.

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September 29 - October 5
Posted by Articles [HTML][XML][PERM][FULL] on 29 September 2014, 1:02 pm

There's no two ways about it, whatever I pick for the Game of the Week this week, you can make a completely reasonable and legitimate argument that I'm wrong. Someone is getting, as they say, robbed.

Possibly this is true every week, but this time around I'm definitely feeling it.

This week contains two must-have games for me, two different games I'll be picking up for my boys, and probably a handful of others that other people are pretty excited to play. For me, personally, the big game of the week is Shadow of Mordor. The reviews have been gushing, and after watching a few videos it's not hard to see why. Existing somewhere between the Batman: Arkham series and Assassin's Creed, this smacks of one of those deep, open-world, emergent gameplay titles that you can lose days to.

The other big offering this week, though, is probably more for my boys than it is for me. The Super Smash Bros. series goes portable, and the early reviews and opinions are no less favorable than Shadow. With a ridiculous number of playable characters and arenas to battle in, and a cavalcade of fan-favorites, it's hard not to think that SSB may be among the most important and anticipated 3DS titles in years.

Then there's games like Forza Horizons 2, Skylanders Trap Team and even a new Castlevania port for the Wii U to enjoy this week. Yup, it's definitely the fall gaming season.

In the end, perhaps to some surprise, it feels like the Super Smash Bros. launch on 3DS is probably the Game of the Week. It sorta has that "instant classic" vibe to it, the kind of game you might still be playing in a year, and while Shadow has a lot going for it, I'd be a little surprised if I'm still kicking around in it by the time Thanksgiving rolls around here in the US.

So, there it is. My Game of the Week, Super Smash Bros. for the 3DS.

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DDO beefs up melee characters in Update 23
Posted by Massively [HTML][XML][PERM][FULL] on 29 September 2014, 2:00 pm

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ddo
All hail patch day for Dungeons and Dragons Online! Hear the mighty dragons roar and witness the ancient vaults break open and spill their content goodness! For Update 23 hath arrived to change the game forevermore.

Update 23 may not be the largest DDO patch to date, but it does contain several significant improvements. The biggest of these is a large buff to melee characters to balance that playstyle with those of other roles. Melee characters have new stats to help them with their efforts, including melee power, ranged power, and magical resist rating.

Turbine has also unlocked the epic version of the Orchard of the Macabre instances, added in a new raid, included guild storage, and offered players the ability to create cosmetic variants of armor pieces with the new Mirror of Glamering.

MassivelyDDO beefs up melee characters in Update 23 originally appeared on Massively on Mon, 29 Sep 2014 13:00:00 EST. Please see our terms for use of feeds.

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ArcheAge's Auroria continent is on the way
Posted by Massively [HTML][XML][PERM][FULL] on 29 September 2014, 3:00 pm

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Although players can see the continent of Auroria on the map in ArcheAge, they can't access it. All that, however, is about to change: Junkies Nation reports that Trion says the third continent will unlock within the next couple of weeks, rather than months, before the release of Patch 1.7. The 1.7 patch itself has no ETA; it's currently being translated. The opening of Auroria will usher in not only new adventures but more land for player homes and farms. The exact date will be announced soon so that guilds can prepare for castles, and the release time will be region-specific.

Trion also confirms that fishing tournaments are coming, that the 10-man Dahuta raid is purposefully being held back but may release with Auroria, and that there's no ETA on new races. Additionally, for those who prefer to keep all their games organized on Steam, Trion is working on getting the game back on that platform. For more details, check out the report on Junkies Nation.

MassivelyArcheAge's Auroria continent is on the way originally appeared on Massively on Mon, 29 Sep 2014 14:00:00 EST. Please see our terms for use of feeds.

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The Mog Log: Final Fantasy XIV and the housing mess, part 2
Posted by Massively [HTML][XML][PERM][FULL] on 29 September 2014, 1:00 pm

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Because I really enjoy writing this sort of column again.  Thanks, guy.
Wait, part 2? When was part 1 a thing? January, my friends. And while I had prayed for sun, I planned for rain, and that turned out to be a wise move. What happened in the end was unpleasant but entirely unsurprising, as Final Fantasy XIV's second implementation of housing went little better than the first.

In the interests of full disclosure, yes, I am one of the vanishingly small number of people with an in-game house at the moment. I work at home and happened to have both the money and the time to grab myself a place to live in-game. That doesn't mean the system is anything remotely approaching good or even acceptable, which is why I want to spend this week talking about the mess that has been made and what, if anything, can be done to correct this fact. Housing in Final Fantasy XIV is a sore spot right now, and that's a problem, especially when it doesn't have to be.

Continue reading The Mog Log: Final Fantasy XIV and the housing mess, part 2

MassivelyThe Mog Log: Final Fantasy XIV and the housing mess, part 2 originally appeared on Massively on Mon, 29 Sep 2014 12:00:00 EST. Please see our terms for use of feeds.

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    End of the Month Op Success in Low Sec
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 29 September 2014, 12:00 pm
    The back half of September has been somewhat quiet in space.  At least for me.  There is always something going on somewhere, but since the move back to Deklein and Freedom Squad hell camping Mordus Angels back into their station and taking all their towers earlier in the month, there has not been a regular […]


    The Secret Adventures: Not quite dead (Kingsmouth #5)
    Posted by Bio Break [HTML][XML][PERM][FULL] on 29 September 2014, 9:59 am
    (You can follow my playthrough of The Secret World on Bio Break’s projects page!) Something Wicked (investigation mission) This is a pretty neat investigation mission that was incredibly glitchy back when the game first launched.  Anyway, Norma’s second and final … Continue reading


    The Evil Within: Every Last Bullet
    Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 29 September 2014, 10:00 am
    Making your way through The Evil Within is no walk in the park. In order to survive, it’s important to learn how the game’s systems can play in your favor. Taking advantage of resources, managing ammo, and simply knowing when it’s time to run away can help stave off death for a moment longer. Get a […]


    How 'feel' trumps realism in H1Z1's weapon design
    Posted by Massively [HTML][XML][PERM][FULL] on 29 September 2014, 11:00 am

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    H1Z1
    H1Z1 Senior Game Designer Jimmy Whisenhunt has penned another dev blog about SOE's inbound survival sandbox, this one aimed at weapon design, starting with the modeling and rigging process. Animation design in particular, he says, is critical. "A huge part of the tuning process that is commonly overlooked in FPS game development is how a weapon reacts to in-game actions," Whisenhunt explains. "Design and Animation have to be in lock-step for a successful feel in combat; we need to have the same vision to ensure a solid experience for the player."

    He also discusses recoil and shooting mechanics and how "feel" can trump realism.
    "We've mentioned in the past that we want to avoid tuning and creating things simply because they 'that's the way it is in real life,' which means I get to take to take a realistic ballistic and weapon recoil feel and make it feel satisfying and fun. Typically the gravity of projectiles in real life doesn't fit the intended play experience we seek out. After all, the weapon feel and functionality has to fit our world design as well as Zombie and Player combat."
    The full dev blog is on the official site. We took a look at H1Z1's art and lighting effects last week.

    MassivelyHow 'feel' trumps realism in H1Z1's weapon design originally appeared on Massively on Mon, 29 Sep 2014 10:00:00 EST. Please see our terms for use of feeds.

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    The Crew's console closed beta launches tomorrow
    Posted by Massively [HTML][XML][PERM][FULL] on 29 September 2014, 12:00 pm

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    The Crew
    Console closed beta arrives tomorrow for racing MMO The Crew, a tweet from Ubisoft has announced. PS4 and Xbox One players can sign up on the official site to secure a spot in the test. Sorry, Wii U and PS3 stalwarts; the game won't be ported for you.

    The game's second beta began on PC back in August. It's slated to launch on November 11th.

    Continue reading The Crew's console closed beta launches tomorrow

    MassivelyThe Crew's console closed beta launches tomorrow originally appeared on Massively on Mon, 29 Sep 2014 11:00:00 EST. Please see our terms for use of feeds.

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    ArcheAge: Another Milestone Reached
    Posted by Mystic Worlds [HTML][XML][PERM][FULL] on 29 September 2014, 10:25 am
    This past weekend I achieved my next in-game goal of owning one of the new Farm Cart vehicles. Whew! It took a concentrated effort to raise the 200 gold needed just to purchase the most expensive of the necessary crafting components, a Thunderstruck log. I ended up emptying my bank of 150G + Workmen’s Compensation potions to meet the asking prices.


    The Daily Grind: Do you report offensive names?
    Posted by Massively [HTML][XML][PERM][FULL] on 29 September 2014, 9:00 am

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    Shitty names make Eanna cry
    I've seen some truly awful player and guild names in ArcheAge recently. A couple of them made me laugh, but most were expressly designed to be as offensive as possible. And given the fact that Trion's customer service is similarly awful (96 to 120 hour response time? really?), said names will probably stick around for a while even if people bother to report them.

    And that brings us to today's Daily Grind question. Do you report names, or do you just ignore them and go about your in-game business?

    Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

    MassivelyThe Daily Grind: Do you report offensive names? originally appeared on Massively on Mon, 29 Sep 2014 08:00:00 EST. Please see our terms for use of feeds.

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      EGX London 2014: Guild Wars 2 promotes e-sports
      Posted by Massively [HTML][XML][PERM][FULL] on 29 September 2014, 10:00 am

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      GW2
      ArenaNet was in London this past weekend promoting its Guild Wars 2 e-sports angle to show-goers, including some who might never have played or even heard of the MMO. A pair of videos serve to explain how Guild Wars 2 works; the first covers PvE from character creation to skills to armor, and the second, hosted by Competitive Community Manager Joshua "Grouch" Davis, covers all things PvP. We think having a Competitive Community Manager is a pretty serious declaration of your e-sports intent. Enjoy the vids below.

      Continue reading EGX London 2014: Guild Wars 2 promotes e-sports

      MassivelyEGX London 2014: Guild Wars 2 promotes e-sports originally appeared on Massively on Mon, 29 Sep 2014 09:00:00 EST. Please see our terms for use of feeds.

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      My subculture is better than your subculture
      Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 29 September 2014, 4:23 am
      The truly amazing thing about role-playing games and virtual worlds is that there are so many different ways to experience them. People might think they play the same game, but in reality they don't. You can have World of Warcraft players all with the same game on their computer, but one of them is raiding, another spends most of his time fishing, another plays the auction house to get the maximum amount of gold, and another is using WoW to hang out with his friends. The same is true for Dungeons & Dragons, which can be a base for anything from improvised theater to hack'n'slash dungeon crawling.

      A surprising number of people fail to see that this is a strength of those systems.

      What happens instead is that some people who prefer a certain sub-game of the larger system declare their subculture to be the "true", "real", "old school", or whatever other attribute you can use to express superiority. The message is always the same: "We are playing this right, you are playing this wrong". There is also a surprising amount of history falsification à la 1984 going on, you know, "Who controls the past, controls the future: who controls the present controls the past.". For example people pretend that a certain play style of Dungeons & Dragons is superior and call it Old School Renaissance, but nobody agrees what OSR really is, because in reality there is no such thing as a unified "old school" way of playing D&D. I'm not saying an OSR is in any way a bad way to play D&D, but pretending that this was the way everybody played in the old days is as false as it is presumptuous. It is just another label used to express superiority of a specific subculture by pretending that "this is how Gary Gygax wanted us to play".

      As mbp mentioned in a recent comment and then on his blog, Edward Castronova mentioned the splintering of MMORPGs into subcultures as part of the reason for their decline: "For a time in the last decade, there was a sense that an immersive 3D communal place was a substantial thing unto itself, and likely to become an important media offering. That has not happened. Instead, we've seen an unbundling of the parts of virtual worlds. Sociality went to Facebook. Complex heroic stories went to single-player games. Multiplayer combat went to places like DOTA and Clash of Clans. Economy games went to Farmville and the F2P clones. Virtual currency went to Bitcoin.".

      Narrower games appeal to a narrower part of the customer base. That is quite okay too, if by making the game narrower you can manage to make it cheaper to produce. But, as the developers of Wildstar discovered, if you make a game that is both broad in the list of features and narrow in its appeal, you get an expensive game with few customers, which is not a recipe for financial success. Maybe a pure raiding game without all the rest of a MMORPG attached would have been the better plan if you think that raiding is the essential part of the MMORPG experience.

      I believe that if we want to see games that are huge successes in the future, these games need to be broader and not focus on any of the small subcultures in them. That is the one thing I like the most about Dungeons & Dragons 5th edition, that it is a broader game that will appeal to more different groups of D&D players. (4E is better for the specific subculture of tactical players). I believe the same would be possible in the online space of role-playing games. But as that would be a rather expensive venture, I am not sure anybody will even try it. EQ Next to me appears more to be about catering to a different subculture than about bringing us a new MMORPG that everybody can enjoy.
      Tobold's Blog



      Car Online Games
      Posted by Write The Game [HTML][XML][PERM][FULL] on 26 September 2014, 10:31 pm
      The feature of car free games is large, so all of us can select a game that they need to enjoy. You’re able to choose to make sure you simply disk drive through diverse landscapes, race for competitions and sector other internet surfers, enter devoted races and engage in all forms of rallies, or also […]


      PAX Aus: Putting some BATTLECRY on the Barbie
      Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 28 September 2014, 8:00 pm
      G’day everyone, we have exciting news for Bethesda fans Down Under! This year we will be participating in PAX Aus for the first time — bringing BATTLECRY, our Austin-flavored multiplayer action game from the dev team at BattleCry Studios. Alongside being able to play the game on the show floor, members of team — Executive Producer Rich […]


      EVE Evolved: Features coming in Oceanus and beyond
      Posted by Massively [HTML][XML][PERM][FULL] on 28 September 2014, 7:00 pm

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      EVE Evolved title image
      It's been almost four months since EVE Online switched from publishing two major expansions per year to releasing ten smaller updates, and so far it looks like the new schedule has been a huge success. Rather than forcing the industry overhaul out the door in Kronos before it was ready, CCP was able to push it forward to the Crius release window seven weeks later and the extra development time meant the feature launched in a very polished state. It may be too early to tell if the new schedule's success can be seen in the concurrent player graph for Tranquility, but the numbers have remained steady for the past few months in what is typically the annual low-point for player activity.

      The Oceanus update is scheduled to go live in just two day's time, adding several graphical upgrades, more difficult burner missions, an experimental new notification feature, and other small improvements. The scale of the update seems to be on par with the recent Hyperion release, consisting of mostly small features and minor iterations on gameplay. While we're told that CCP is still working on large projects behind the scenes, the new release schedule means they won't be rushed out the door and so we may not see them for some time.

      In this edition of EVE Evolved, I summarise everything we know about Tuesday's Oceanus update, and take a look at what's to come in further releases.

      Continue reading EVE Evolved: Features coming in Oceanus and beyond

      MassivelyEVE Evolved: Features coming in Oceanus and beyond originally appeared on Massively on Sun, 28 Sep 2014 18:00:00 EST. Please see our terms for use of feeds.

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        MMO Week in Review: Path of the Titan
        Posted by Massively [HTML][XML][PERM][FULL] on 28 September 2014, 9:00 pm

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        WoW
        At the end of every week, we round up the best and most popular news stories, exclusive features, and insightful columns published on Massively and then present them all in one convenient place. If you missed a big MMO or WoW Insider story last week, you've come to the right post.

        This week, Blizzard made Titan's cancelation official, sending analysts scurrying to make bold statements of doom and/or apathy and leaving MMO fans to ponder what Titan's death really means to our genre.

        Read on for a look at the rest of this week's top MMO stories.

        Continue reading MMO Week in Review: Path of the Titan

        MassivelyMMO Week in Review: Path of the Titan originally appeared on Massively on Sun, 28 Sep 2014 20:00:00 EST. Please see our terms for use of feeds.

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          Null Sec Lords Come Together for “The Null Deal”
          Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 28 September 2014, 7:00 pm
          Fixing null sec has been a discussi0n point for a few months now.  All sorts of pet philosophies have been floated about power projection, apex forces, travel, fleet sizes, the effectiveness of logistics, how easy or difficult it ought to be to take a system away from another null sec entity, what actions/efforts should be […]


          Gloria Victis pre-alpha adds recipes, buff system, and potions
          Posted by Massively [HTML][XML][PERM][FULL] on 28 September 2014, 4:00 pm

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          Latest pre-alpha phase of Gloria Victis added recipes, buff system, potions, and more
          Crafters in Gloria Victis got a special treat in the September pre-alpha update for sandbox: The patch added a slew of new new recipes. In addition to collecting over over 500 recipes, players will also recover some of the resources used in crafting attempts. Other updates include a new buff/debuff system, an expanded map with three additional islands, and working potions that can be purchased or looted. Testers will also notice that upon resurrecting, characters will have a small safe zone to protect them at the respawn point.

          According to devs, the next things players can look forward to are sailing, an improved UI, and the end of the NDA. You can read up on the full details in the update notes.

          MassivelyGloria Victis pre-alpha adds recipes, buff system, and potions originally appeared on Massively on Sun, 28 Sep 2014 15:00:00 EST. Please see our terms for use of feeds.

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          eSports: Naming games (Part 1)
          Posted by Terra Nova [HTML][XML][PERM][FULL] on 28 September 2014, 3:31 pm
          I said I’d been working on TN content. Well here is the first slice. For a long time I’ve been curious about the names people use in online spaces. This fascination grew as I began to watch eSports and saw how commentators / casters have to navigate a complex name space to make sense of the on-screen action. My fascination has turned into several thousand words exploring the way names are used in a number of eSports contexts. Here is the first part of the jottings, the second part is on StarCraft, Race and Culture. Part 1: What’s your name?...


          DDOCast 353 – New Player Integration
          Posted by DDOcast - A DDO Podcast! [HTML][XML][PERM][FULL] on 28 September 2014, 12:06 pm

          Posted in DDOcast PodcastDDOCast Site NewsRound Table Talks

          Voodu Spyce and Even Note Join DDOCast for the latest community news and a discussion on New Player Integration Check out www.ddocast.com for mp3 audio, our show calendar, swag, archives, and more! Want to support the show?  You can feed the kobolds (give money) on our website www.ddocast.com or you can send in game items […]


          One Shots: Because who wouldn't want a 12-story-tall killing machine?
          Posted by Massively [HTML][XML][PERM][FULL] on 28 September 2014, 11:00 am

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          wildstar
          What does this sight make you think of? Voltron? Pacific Rim? A convenient excuse to wet yourself in front of your fellow soldiers? Thank goodness it's not fully online and operational, or else we'd be facing down a mechanical killing machine that would take a million-person raid to bring down.

          "I call this one 'You're Gonna Need a Bigger Bot'," reader Bunglerm00se submitted. "Yes, that is a several-stories-high killer robot, and no, this one doesn't have that cute boy from Sons of Anarchy calling the shots in its brainpan. I was already pre-disposed to liking WildStar, but this is one of the visuals that sealed the deal."

          Wait... am I the only one who piddled in my bloomers? C'mon, guys, I thought we were in this together!

          Continue reading One Shots: Because who wouldn't want a 12-story-tall killing machine?

          MassivelyOne Shots: Because who wouldn't want a 12-story-tall killing machine? originally appeared on Massively on Sun, 28 Sep 2014 10:00:00 EST. Please see our terms for use of feeds.

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            WoW Archivist: Bottlenecks
            Posted by Massively [HTML][XML][PERM][FULL] on 28 September 2014, 1:00 pm

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            Gyrocopter jam
            WoW Archivist is a biweekly column by WoW Insider's Scott Andrews, who explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? It first appeared on our sister site on September 24th and is included here by permission.

            Wherever thousands of players try to complete on-rails content, bottlenecks are inevitable. For Warlords of Draenor, Blizzard is trying to be proactive about eliminating them. Back in July, CM Zorbrix posted a "targeted feedback request" about bottlenecks in the beta. Given that the introductory experience is completely on rails before the expansion unleashes players into its less structured zones, this is a real concern.

            WoW hasn't had the best track record when it comes to bottlenecks. As we help Blizzard loosen the bottlenecks of the future, let's revisit those of the past.

            Continue reading WoW Archivist: Bottlenecks

            MassivelyWoW Archivist: Bottlenecks originally appeared on Massively on Sun, 28 Sep 2014 12:00:00 EST. Please see our terms for use of feeds.

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              EverQuest II Lore in a Minute
              Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 28 September 2014, 12:00 pm
              Because… I actually knew all of this at one point.  And then there were expansions and flying carpets and such. (Direct Link)


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